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### HEALTH ###
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# level of health at which a mob becomes unconscious (crit)
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HEALTH_THRESHOLD_CRIT 0
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# level of health at which a mob becomes dead
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HEALTH_THRESHOLD_DEAD -100
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### REVIVAL ###
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# whether pod plants work or not
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REVIVAL_POD_PLANTS 1
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# whether cloning tubes work or not
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REVIVAL_CLONING 1
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# amount of time (in hundredths of seconds) for which a brain retains the "spark of life" after the person's death (set to -1 for infinite)
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REVIVAL_BRAIN_LIFE -1
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### RENAMING ###
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#Uncomment to allow cyborgs to rename themselves at roundstart. Has no effect on roboticists renaming cyborgs the normal way.
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#RENAME_CYBORG
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### OOC DURING ROUND ###
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#Comment this out if you want OOC to be automatically disabled during the round, it will be enabled during the lobby and after the round end results.
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OOC_DURING_ROUND
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### MOB MOVEMENT ###
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## We suggest editing these variables ingame to find a good speed for your server.
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## To do this you must be a high level admin. Open the 'debug' tab ingame.
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## Select "Debug Controller" and then, in the popup, select "Configuration". These variables should have the same name.
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## These values get directly added to values and totals ingame.
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## To speed things up make the number negative, to slow things down, make the number positive.
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## These modify the run/walk speed of all mobs before the mob-specific modifiers are applied.
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RUN_DELAY 1
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WALK_DELAY 4
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## The variables below affect the movement of specific mob types.
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HUMAN_DELAY 0
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ROBOT_DELAY 0
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MONKEY_DELAY 0
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ALIEN_DELAY 0
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SLIME_DELAY 0
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ANIMAL_DELAY 0
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### NAMES ###
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## If uncommented this adds a random surname to a player's name if they only specify one name.
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#HUMANS_NEED_SURNAMES
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## If uncommented, this forces all players to use random names !and appearances!.
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#FORCE_RANDOM_NAMES
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### EXPLOSIONS ###
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## Unhash this to use recursive explosions, keep it hashed to use normal style explosions.
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## Recursive explosions react to walls, airlocks and blast doors, making them look a lot cooler
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## than the boring old circular explosions. They require more CPU and are (as of March 2013) experimental.
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## The default map is generally designed for the old style explosions in terms of security.
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#USE_RECURSIVE_EXPLOSIONS
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### GAME MODES ###
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## Probablities for game modes chosen in 'secret' and 'random' modes.
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## Default probablity is 1, increase to make that mode more likely to be picked.
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## Set to 0 to disable that mode.
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PROBABILITY TRAITOR 5
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PROBABILITY TRAITORCHAN 4
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PROBABILITY DOUBLE_AGENTS 3
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PROBABILITY NUCLEAR 2
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PROBABILITY REVOLUTION 2
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PROBABILITY GANG 0
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PROBABILITY CULT 2
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PROBABILITY CHANGELING 2
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PROBABILITY WIZARD 4
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PROBABILITY MALFUNCTION 1
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PROBABILITY BLOB 2
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PROBABILITY MONKEY 1
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PROBABILITY METEOR 0
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PROBABILITY EXTENDED 0
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## You probably want to keep sandbox off by default for secret and random.
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PROBABILITY SANDBOX 0
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## Uncomment to make rounds which end instantly (Rev, Wizard, Malf) continue until
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## the shuttle is called or the station is nuked.
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## Malf and Rev will let the shuttle be called when the antags/protags are dead.
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#CONTINUOUS_ROUND_REV
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#CONTINUOUS_ROUND_WIZ
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#CONTINUOUS_ROUND_MALF
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## The amount of time it takes for the emergency shuttle to be called, from round start.
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SHUTTLE_REFUEL_DELAY 12000
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## Variables calculate how number of antagonists will scale to population.
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## Used as (Antagonists = Population / Coeff)
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## Set to 0 to disable scaling and use default numbers instead.
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TRAITOR_SCALING_COEFF 6
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CHANGELING_SCALING_COEFF 6
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## Variables calculate how number of open security officer positions will scale to population.
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## Used as (Officers = Population / Coeff)
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## Set to 0 to disable scaling and use default numbers instead.
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SECURITY_SCALING_COEFF 8
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# The number of objectives traitors get.
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# Not including escaping/hijacking.
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TRAITOR_OBJECTIVES_AMOUNT 2
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## Uncomment to prohibit jobs that start with loyalty
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## implants from being most antagonists.
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#PROTECT_ROLES_FROM_ANTAGONIST
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## Uncomment to prohibit assistants from becoming most antagonists.
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#PROTECT_ASSISTANT_FROM_ANTAGONIST
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## If non-human species are barred from joining as a head of staff
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#ENFORCE_HUMAN_AUTHORITY
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## If late-joining players have a chance to become a traitor/changeling
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ALLOW_LATEJOIN_ANTAGONISTS
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## Uncomment to allow players to see the set odds of different rounds in secret/random in the get server revision screen. This will NOT tell the current roundtype.
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#SHOW_GAME_TYPE_ODDS
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### RANDOM EVENTS ###
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## Comment this to disable random events during the round.
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ALLOW_RANDOM_EVENTS
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### AI ###
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## Allow the AI job to be picked.
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ALLOW_AI
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### AWAY MISSIONS ###
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## How long the delay is before the Away Mission gate opens. Default is half an hour.
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## 600 is one minute.
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GATEWAY_DELAY 18000
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### ACCESS ###
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## Comment this out if you wish to use the setup where jobs have more access.
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## This is intended for servers with low populations - where there are not enough
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## players to fill all roles, so players need to do more than just one job.
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## Also for servers where they don't want people to hide in their own departments.
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#JOBS_HAVE_MINIMAL_ACCESS
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## Uncomment to give assistants maint access.
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#ASSISTANTS_HAVE_MAINT_ACCESS
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## Uncoment to give security maint access. Note that if you comment JOBS_HAVE_MINIMAL_ACCESS security already gets maint from that.
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#SECURITY_HAS_MAINT_ACCESS
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## Uncomment to give everyone maint access.
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#EVERYONE_HAS_MAINT_ACCESS
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## Comment this to make security officers spawn in departmental security posts
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SEC_START_BRIG
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### GHOST INTERACTION ###
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## Uncomment to let ghosts spin chairs. You may be wondering why this is a config option. Don't ask.
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#GHOST_INTERACTION
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### NON-VOCAL SILICONS ###
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## Uncomment to stop the AI, or cyborgs, from having vocal communication.
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#SILENT_AI
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#SILENT_BORG
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### SANDBOX PANEL AUTOCLOSE ###
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## The sandbox panel's item spawning dialog now stays open even after you click an option.
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## If you find that your players are abusing the sandbox panel, this option may slow them down
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## without preventing people from using it properly.
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## Only functions in sandbox game mode.
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#SANDBOX_AUTOCLOSE
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### ROUNDSTART SILICON LAWS ###
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## This controls what the AI's laws are at the start of the round.
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## Set to 0/commented for "off", silicons will just start with Asimov.
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## Set to 1 for "custom", silicons will start with the custom laws defined in silicon_laws.txt. (If silicon_laws.txt is empty, the AI will spawn with asimov and Custom boards will auto-delete.)
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## Set to 2 for "random", silicons will start with a random lawset picked from (at the time of writing): P.A.L.A.D.I.N., Corporate, Asimov. More can be added by changing the law datum paths in ai_laws.dm.
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DEFAULT_LAWS 1
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### SILICON LAW MAX AMOUNT ###
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## The maximum number of laws a silicon can have
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## Attempting to upload laws past this point will fail unless the AI is reset
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SILICON_MAX_LAW_AMOUNT 12
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## Uncoment to give players the choice of their species before they join the game
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#JOIN_WITH_MUTANT_RACE
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## Uncomment to allow certain species to have custom colors
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#MUTANT_COLORS
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@@ -0,0 +1,63 @@
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### HEALTH ###
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## level of health at which a mob becomes unconscious (crit)
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HEALTH_THRESHOLD_CRIT -0
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## level of health at which a mob becomes dead
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HEALTH_THRESHOLD_DEAD -100
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## Determines whether bones can be broken through excessive damage to the organ
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## 0 means bones can't break, 1 means they can
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BONES_CAN_BREAK 1
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## Determines whether limbs can be amputated through excessive damage to the organ
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## 0 means limbs can't be amputated, 1 means they can
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LIMBS_CAN_BREAK 1
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## multiplier which enables organs to take more damage before bones breaking or limbs being destroyed
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## 100 means normal, 50 means half
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ORGAN_HEALTH_MULTIPLIER 100
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## multiplier which influences how fast organs regenerate naturally
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## 100 means normal, 50 means half
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ORGAN_REGENERATION_MULTIPLIER 100
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### REVIVAL ###
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## whether pod plants work or not
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REVIVAL_POD_PLANTS 1
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## whether cloning tubes work or not
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REVIVAL_CLONING 1
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## amount of time (in hundredths of seconds) for which a brain retains the "spark of life" after the person's death (set to -1 for infinite)
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REVIVAL_BRAIN_LIFE -1
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### MOB MOVEMENT ###
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## We suggest editing these variabled in-game to find a good speed for your server. To do this you must be a high level admin. Open the 'debug' tab ingame. Select "Debug Controller" and then, in the popup, select "Configuration". These variables should have the same name.
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## These values get directly added to values and totals in-game. To speed things up make the number negative, to slow things down, make the number positive.
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## These modify the run/walk speed of all mobs before the mob-specific modifiers are applied.
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RUN_SPEED 1
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WALK_SPEED 3
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## The variables below affect the movement of specific mob types.
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HUMAN_DELAY 0
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ROBOT_DELAY 0
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MONKEY_DELAY 0
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ALIEN_DELAY 0
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METROID_DELAY 0
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ANIMAL_DELAY 0
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### ROUNDSTART SILICON LAWS ###
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## This controls what the AI's laws are at the start of the round.
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## Set to 0/commented for "off", silicons will just start with Asimov.
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## Set to 1 for "custom", silicons will start with the custom laws defined in silicon_laws.txt. (If silicon_laws.txt is empty, the AI will spawn with asimov and Custom boards will auto-delete.)
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## Set to 2 for "random", silicons will start with a random lawset picked from (at the time of writing): P.A.L.A.D.I.N., Corporate, Asimov. More can be added by changing the law datum paths in ai_laws.dm.
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DEFAULT_LAWS 2
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+13
-1
@@ -1 +1,13 @@
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Ripple of the Waves
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Blade of Grass Bent Before Wind
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Glimmer Of The Stars
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The Ripple Of the Waves
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Colors Of Dusk
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The Still Of Night
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Silence Of The Wind
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Gentle Breeze of the Summer Wind
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Glistening Water under the Blazing Sun
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Child of the Scorching Sun
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Blessed Plant-ling of Eternal Fields
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Grass-walker of the Soothing Plains
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Element of the Undying Fiona
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Spawn of Mother Nature's Busum
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